I know all of the healing runes are removed in the game.
We have the examples of Ispher and Red Scorpion instantly being fully healed whenever the party is on the main mapboard. (They have more or less unlimited turns in which to recover while 'encamped' or travelling).
So we houseruled that Earth Pact did the same thing - if you can heal by standing still, twice as fast as either Ispher or Red Scorpion, then once you exit a dungeon being fully healed is a snap and follows the example of Ispher and Red Scorpion. And as a skill, it only benefits 1 hero (like a special ability) - furthermore, as skills go Earth Pact is somewhat underpowered anyway.
Fine so far.
However now we have a gold armour item, possibly Red Plate of Kellos, from one of the expansions. This armour has the special ability that if you recover fatigue by through a Rest order then you may also recover 3 wounds (nice, especially with Leadership in the party!)
The problem is, that logically the party could easily fully recover all their wounds each time they leave the dungeon by exerting/resting/exerting/resting while encamped and swapping the Armour back and forth.
This is way overpowered, even for a gold item!
Our temporary solution was that the item would only affect one person, who then had to start the next dungeon/encounter wearing that particular item.
What does everyone else think?